Core/Color: Switch formal from RGBA8 to RGBA32F
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@@ -23,7 +23,7 @@ namespace Nz
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auto lightOffset = PredefinedLightData::GetOffsets();
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AccessByOffset<UInt32&>(data, lightOffset.lightMemberOffsets.type) = UnderlyingCast(BasicLightType::Spot);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r / 255.f, m_color.g / 255.f, m_color.b / 255.f, m_color.a / 255.f);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.color) = Vector4f(m_color.r, m_color.g, m_color.b, m_color.a);
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AccessByOffset<Vector2f&>(data, lightOffset.lightMemberOffsets.factor) = Vector2f(m_ambientFactor, m_diffuseFactor);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter1) = Vector4f(m_position.x, m_position.y, m_position.z, m_invRadius);
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AccessByOffset<Vector4f&>(data, lightOffset.lightMemberOffsets.parameter2) = Vector4f(m_direction.x, m_direction.y, m_direction.z, 0.f);
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